Do you think it is possible to gamify learning? Games are brain enhancing features that are emotionally appealing to people that play them. Usually, games are thought of as being amusing since they are dopamine-releasing stimuli.
It makes sense to think about games in terms of the potential they have in affecting our mood. Generally, when someone is bored or slightly sad, playing games like Satta Matka can make people feel less sad or less depressed since they now have a new thing to which their thoughts are being redirected.
More than just making someone feel happy, it has been a popular practice for educators to use brain games to facilitate learning in the classroom.
There are many types of games that educators have used in recent times, however, they are always mindful of being selective of the type of game to expose students to, in which case, games that are seeming to be offensive would be removed from their list because such games can do more harm than good to the students.
For example, adult related games like GTC, gambling-related game or pharma games just do not make sense for educational purpose. Do they?
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Examples of games used in the classroom
- Puzzle games
- Video games
- Cartoon games
- Brain fitness games
- Sudoku games
The list goes on.
That said, there are pros and cons of game-based learning. There is rarely anything that has advantages without disadvantages and this would be expounded further:
Pros of Game-Based Learning
Most gamification frameworks take into account constructive criticism, for example, leaderboards and dashboards, which students can use to see where they remain among their companions.
This data can push a student to attempt the test or action again to get a higher score, otherwise, arrange for extra lessons.
It is no news that students will probably invest energy playing a learning-based game if you are utilizing a reward framework. Identifications and focuses help interpret the work the student is finishing into an unmistakable advantage.
By expanding engagement you’ll additionally observe an ascent in learning maintenance as students will have the capacity to identify with the substance, less demanding through training than simply reading books. Isn’t it?
Cons of Game Based Learning
While picking a diversion, it is not frequently clear how the consequences of the game will tie into your course appraisal.
While most diversions have a worked in approach to track future success, you should figure out how to decipher the students’ success with respect to the gamified strategy put in place.
It is not generally simple to locate a solid match between the recreations available and your course materials so this can be a tedious procedure.
Commonly, setting up a game for your course requires a lot of prior arrangement. You would have to provide answers to the following questions:
Will students’ have the opportunity to play the game at home? Is there an extra cost if they utilize it outside of the classroom? How many computers are available in the classroom? More often than not you should take a seat and play the game yourself completely through, which can take many hours before you completely comprehend the game and finishing point.